Wuthering Waves — official gameplay screenshot
Wuthering Waves — official screenshot — Wuthering Waves Steam store page (store.steampowered.com/app/3513350)

Shorekeeper sits at the top of our current resonator rankings because her buffs scale off a stat (Energy Regen) that every team already needs — not a niche element match. Build her right and she slots into nearly any comp without a rework.

Build overview

Shorekeeper is a Spectro Rectifier healer-buffer, not a damage dealer. Her job: top off the team's HP, layer her Stellarealm field for Crit buffs, and hand control straight back to your DPS. Two stats do the heavy lifting — HP% drives her heal size, Energy Regen drives both her Liberation uptime and the strength of her Crit Rate/Crit DMG buffs. Nail those two and she props up almost any DPS, regardless of element.

Stat priorities

Energy Regen is the stat that makes her universal: it decides how big a Crit Rate and Crit DMG buff she hands your carry, so it outranks everything else on her sheet.

  • Energy Regen, target ~250% — caps both halves of her Stellarealm buff (up to +12.5% Crit Rate, up to +25% Crit DMG for the team).
  • HP% — scales her healing output directly; stack it on the 1-cost echo slots.
  • Healing Bonus — secondary multiplier on top of HP%, chase it once Energy Regen is close to the cap.
  • Crit DMG — only after Energy Regen and HP% are locked in, as a substat overflow.

Echo build

Cut to the numbers: 5-piece Rejuvenating Glow is the set. It boosts her own healing and grants the whole party an ATK bump after she heals — exactly the kind of universal buff that makes her a fit for any comp, not just one archetype.

Main stats and substats

Slot Main stat Why
4-cost (main echo) Healing Bonus Biggest single multiplier on her heals
3-cost (x2) Energy Regen Feeds the Stellarealm Crit buff directly
1-cost (x2) HP% Cheapest slot to stack raw HP scaling

Substat priority: Energy Regen first, then HP%, then Crit DMG, then Spectro DMG as filler. The main echo itself should be Fallacy of No Return (4-cost) — its kit pairs with the Rejuvenating Glow set instead of fighting it.

Moonlit Clouds (5-piece) is the alternative set if your team already has enough healing and needs more swap-in buff speed instead — it boosts Energy Regen and buffs whoever you swap to next, which matters more in quickswap-heavy comps than extra healing does.

Weapons, ranked

Weapon Access Notes
Stellar Symphony Signature (limited banner) Restores 8 Concerto Energy on Liberation (20s cooldown) and grants the party +14% ATK after a healing Intro Skill — the clear best-in-slot
Variation Standard banner / 4-star Energy Regen plus a Concerto Energy refund on Resonance Skill, a strong F2P stand-in
Comet Flare Battle Pass / overworld Rewards basic and heavy attacks with better healing uptime, fully usable without spending

Forte and rotation

The rotation isn't "use her best skill on cooldown" — it's a timed hand-off: build her field, buff the team, then get off the field before you waste the window.

  1. Intro Skill — apply the first layer of healing and the ATK buff tied to your weapon choice.
  2. Resonance Skill — build toward the Stellarealm field's Inner and Supernal states; these are what convert Energy Regen into the team's Crit Rate/Crit DMG buff.
  3. Resonance Liberation — fire once the field is fully charged, refunding Concerto Energy if you're running Stellar Symphony, then immediately swap out.
  4. Swap to your DPS — the buff window persists after the swap, so Shorekeeper's job is done the instant Liberation lands; standing on-field longer only costs your DPS time.

Shorekeeper's selling point is that this list isn't tied to one element:

  • Jinhsi + Zhezhi + Shorekeeper — Spectro Crit-buff core, her field buffs stack directly onto Jinhsi's own Crit stats.
  • Xiangli Yao + Yinlin + Shorekeeper — a Havoc/Electro burst team where her Energy Regen buff keeps both DPS units cycling Liberations on time.
  • Havoc Rover + Sanhua + Shorekeeper — a budget-friendly comp that shows her floor: even without a dedicated signature weapon, the Crit buffs still carry.

Common mistakes

  • Ignoring Energy Regen past "good enough." Stopping short of the ~250% target leaves the Stellarealm buff half-charged — you keep the healing, but your DPS loses most of the Crit Rate/Crit DMG she's supposed to be handing them.
  • Overbuilding HP% at the expense of Energy Regen. Extra HP% makes her heals bigger, but her entire SS-tier case rests on the buff, not the heal — don't let a comfortable healer feel cost you the stat that actually wins fights.
  • Staying on-field after Liberation. Her buff window doesn't need her present — holding the field just delays your DPS's own rotation for no extra benefit.
Does Shorekeeper need her signature weapon to be SS tier?

No. Variation and Comet Flare both keep her buff numbers close enough to competitive — the signature mainly tightens Energy Regen timing, it doesn't unlock a different tier of performance.

Why is she considered more universal than other supports?

Her core buff scales off Energy Regen and HP%, stats every team already builds toward on a support, rather than an elemental damage bonus that only helps one archetype — that's why she slots into Spectro, Havoc, and Electro teams alike without a rebuild.

What's the minimum Energy Regen worth farming for before she's "done"?

Treat 250% as the real floor, not a nice-to-have — below that threshold the Stellarealm buff is still ramping, so her team-wide Crit Rate and Crit DMG bonuses are capped well under their potential.

Jaxson Reed ("CoreX")
Jaxson Reed ("CoreX")
Expert Hardware & Tech

Builds and benchmarks PC hardware and gaming peripherals hands-on before recommending anything — no spec-sheet guessing. Finds the fastest, most efficient path to a working setup or verdict, then writes it up the same way: no lore preamble, no filler, just what to buy and why. Every build or peripheral is tested to a genuinely working state before publishing, not just simulated on paper.